Workbench: Specular Highlights

Added specular highlights for:
 - Solid studio shading
 - Texture studio shading
This commit is contained in:
Jeroen Bakker 2018-05-30 14:40:57 +02:00
parent 29f9a19708
commit acaf46db0e
19 changed files with 134 additions and 49 deletions

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@ -442,6 +442,7 @@ class SCENE_PT_viewport_display(SceneButtonsPanel, Panel):
scene = context.scene
layout.prop(scene.display, "light_direction", text="")
layout.prop(scene.display, "shadow_shift")
layout.prop(scene.display, "roughness")
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):

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@ -3527,6 +3527,9 @@ class VIEW3D_PT_shading(Panel):
if shading.studio_light_orientation == 'WORLD':
col.row().prop(shading, "studiolight_rot_z")
row = col.row()
row.prop(shading, "show_specular_highlights")
col.separator()
row = col.row()

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@ -57,7 +57,7 @@
static ListBase studiolights;
#define STUDIOLIGHT_EXTENSIONS ".jpg", ".hdr"
#define STUDIOLIGHT_RADIANCE_CUBEMAP_SIZE 8
#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT 64
#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT 32
#define STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH (STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT * 2)
static const char *STUDIOLIGHT_CAMERA_FOLDER = "studiolights/camera/";
@ -430,30 +430,27 @@ static void studiolight_calculate_light_direction(StudioLight *sl)
sl->light_direction[2] = -1.0f;
if ((sl->flag & STUDIOLIGHT_EXTERNAL_FILE) && (sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
ImBuf *ibuf = NULL;
ibuf = IMB_loadiffname(sl->path, 0, NULL);
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_IMAGE_CALCULATED);
ImBuf *ibuf = sl->equirectangular_irradiance_buffer;
if (ibuf) {
IMB_float_from_rect(ibuf);
/* go over every pixel, determine light, if higher calc direction off the light */
float col[4];
float direction[3];
float new_light;
for (int y = 0; y < ibuf->y; y ++) {
for (int x = 0; x < ibuf->x; x ++) {
nearest_interpolation_color_wrap(ibuf, NULL, col, x, y);
new_light = col[0] + col[1] + col[2];
float *color = ibuf->rect_float;
for (int y = 0; y < STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT; y ++) {
for (int x = 0; x < STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH; x ++) {
new_light = color[0] + color[1] + color[2];
if (new_light > best_light) {
float u = x / (float)ibuf->x;
float v = y / (float)ibuf->y;
equirectangular_to_direction(direction, u, v);
sl->light_direction[0] = direction[1];
sl->light_direction[1] = direction[0];
sl->light_direction[2] = direction[2];
float u = x / (float)STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_WIDTH;
float v = y / (float)STUDIOLIGHT_IRRADIANCE_EQUIRECTANGULAR_HEIGHT;
equirectangular_to_direction(sl->light_direction, u, v);
SWAP(float, sl->light_direction[0], sl->light_direction[1]);
normalize_v3(sl->light_direction);
negate_v3(sl->light_direction);
best_light = new_light;
}
color += 4;
}
}
IMB_freeImBuf(ibuf);
}
}
sl->flag |= STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED;

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@ -1494,4 +1494,22 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
}
{
if (!DNA_struct_elem_find(fd->filesdna, "SceneDisplay", "float", "roughness")) {
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
scene->display.roughness = 0.0f;
}
for (bScreen *screen = main->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->shading.flag |= V3D_SHADING_SPECULAR_HIGHLIGHTS;
}
}
}
}
}
}
}

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@ -149,7 +149,7 @@ static void eevee_cache_populate(void *vedata, Object *ob)
}
}
else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) {
/* do not add any light sources to the cache */
/* do not add any scene light sources to the cache */
}
else if (ob->type == OB_LIGHTPROBE) {
if ((ob->base_flag & BASE_FROMDUPLI) != 0) {

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@ -8,4 +8,6 @@ struct WorldData {
vec4 background_color_low;
vec4 background_color_high;
vec4 object_outline_color;
vec4 light_direction_vs;
float specular_sharpness;
};

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@ -10,7 +10,6 @@ uniform float lightMultiplier;
uniform float shadowShift = 0.1;
uniform mat3 normalWorldMatrix;
uniform vec3 lightDirection; /* light direction in view space */
layout(std140) uniform world_block {
WorldData world_data;
@ -57,14 +56,17 @@ void main()
#ifdef V3D_LIGHTING_STUDIO
#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
#endif
#ifdef STUDIOLIGHT_ORIENTATION_WORLD
#endif
#ifdef STUDIOLIGHT_ORIENTATION_WORLD
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
#endif
vec3 shaded_color = diffuse_light * diffuse_color.rgb;
#endif
vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
#else /* V3D_LIGHTING_STUDIO */
vec3 shaded_color = diffuse_color.rgb;
@ -72,7 +74,7 @@ void main()
#endif /* V3D_LIGHTING_STUDIO */
#ifdef V3D_SHADING_SHADOW
float shadow_mix = step(-shadowShift, dot(normal_viewport, lightDirection));
float shadow_mix = step(-shadowShift, dot(normal_viewport, world_data.light_direction_vs.xyz));
float light_multiplier;
light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);

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@ -36,7 +36,9 @@ void main()
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
#endif
vec3 shaded_color = diffuse_light * diffuse_color.rgb;
vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
#else /* V3D_LIGHTING_STUDIO */
vec3 shaded_color = diffuse_color.rgb;

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@ -18,3 +18,19 @@ vec3 get_camera_diffuse_light(WorldData world_data, vec3 N)
result = mix(result, world_data.diffuse_light_y_neg, clamp(-N.z, 0.0, 1.0));
return result.xyz;
}
/* N And I are in View Space. */
vec3 get_world_specular_light(WorldData world_data, vec3 N, vec3 I)
{
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHTS
vec3 reflection_vector = reflect(I, N);
vec3 specular_light = vec3(1.0);
/* Simple frontal specular highlights. */
float specular_influence = pow(max(0.0, dot(world_data.light_direction_vs.xyz, reflection_vector)), world_data.specular_sharpness);
vec3 specular_color = specular_light * specular_influence;
#else /* V3D_SHADING_SPECULAR_HIGHLIGHTS */
vec3 specular_color = vec3(0.0);
#endif /* V3D_SHADING_SPECULAR_HIGHLIGHTS */
return specular_color;
}

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@ -5,6 +5,7 @@
void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
wpd->material_hash = BLI_ghash_ptr_new(__func__);
View3D *v3d = draw_ctx->v3d;
@ -36,10 +37,38 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
wd->object_outline_color[3] = 1.0f;
wd->specular_sharpness = 100 - sqrtf(scene->display.roughness)* 100;
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
}
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3])
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
#if 0
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
float rot_matrix[3][3];
axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
}
else {
#else
{
#endif
copy_v3_v3(light_direction, scene->display.light_direction);
negate_v3(light_direction);
}
float view_matrix[4][4];
DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
mul_v3_mat3_m4v3(wpd->world_data.light_direction_vs, view_matrix, light_direction);
wpd->world_data.light_direction_vs[3] = 0.0;
DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
}
void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);

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@ -304,22 +304,10 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
select_deferred_shaders(wpd);
/* Deferred Mix Pass */
{
copy_v3_v3(e_data.display.light_direction, scene->display.light_direction);
negate_v3(e_data.display.light_direction);
#if 0
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
float rot_matrix[3][3];
// float dir[3] = {0.57, 0.57, -0.57};
axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
}
#endif
float view_matrix[4][4];
DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
mul_v3_mat3_m4v3(e_data.light_direction_vs, view_matrix, e_data.display.light_direction);
workbench_private_data_get_light_direction(wpd, e_data.display.light_direction);
e_data.display.shadow_shift = scene->display.shadow_shift;
copy_v3_v3(e_data.light_direction_vs, wpd->world_data.light_direction_vs);
if (SHADOW_ENABLED(wpd)) {
psl->composite_pass = DRW_pass_create(
@ -327,7 +315,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_stencil_mask(grp, 0x00);
DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
@ -368,7 +355,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
DRW_shgroup_stencil_mask(grp, 0x00);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);

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@ -252,6 +252,8 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
}
WORKBENCH_PrivateData *wpd = stl->g_data;
workbench_private_data_init(wpd);
float light_direction[3];
workbench_private_data_get_light_direction(wpd, light_direction);
if (!e_data.next_object_id) {
e_data.next_object_id = 1;

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@ -52,6 +52,9 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
if (wpd->shading.flag & V3D_SHADING_SHADOW) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n");
}
if (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHTS) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHTS\n");
}
if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
@ -107,7 +110,7 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
{
const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW;
const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW | V3D_SHADING_SPECULAR_HIGHLIGHTS;
int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
index = (index << 2) + wpd->shading.light;
index = (index << 2);

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@ -37,7 +37,7 @@
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define MAX_SHADERS 255
#define MAX_SHADERS 512
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
@ -106,6 +106,9 @@ typedef struct WORKBENCH_UBO_World {
float background_color_low[4];
float background_color_high[4];
float object_outline_color[4];
float light_direction_vs[4];
float specular_sharpness;
float pad[3];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
@ -209,6 +212,7 @@ bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, Object *ob,
/* workbench_data.c */
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3]);
extern DrawEngineType draw_engine_workbench_solid;
extern DrawEngineType draw_engine_workbench_transparent;

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@ -323,6 +323,7 @@ static SpaceLink *view3d_new(const ScrArea *UNUSED(sa), const Scene *scene)
v3d->gridlines = 16;
v3d->gridsubdiv = 10;
v3d->drawtype = OB_SOLID;
v3d->shading.flag = V3D_SHADING_SPECULAR_HIGHLIGHTS;
v3d->shading.light = V3D_LIGHTING_STUDIO;
v3d->shading.shadow_intensity = 0.5;
copy_v3_fl(v3d->shading.single_color, 0.8f);

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@ -1371,6 +1371,7 @@ typedef struct DisplaySafeAreas {
typedef struct SceneDisplay {
float light_direction[3]; /* light direction for shadows/highlight */
float shadow_shift;
float roughness; /* Roughness for the specular highlights */
int matcap_icon;
int matcap_type;
@ -1384,6 +1385,8 @@ typedef struct SceneDisplay {
float matcap_ssao_factor_edge;
float matcap_hair_brightness_randomness;
int matcap_ssao_samples;
int pad;
} SceneDisplay;
typedef struct SceneEEVEE {

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@ -148,7 +148,7 @@ typedef struct View3DShading {
float studiolight_background;
float object_outline_color[3];
float pad3;
float pad2;
} View3DShading;
/* 3D Viewport Overlay setings */
@ -337,10 +337,11 @@ enum {
/* View3DShading->flag */
enum {
V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
V3D_SHADING_XRAY = (1 << 1),
V3D_SHADING_SHADOW = (1 << 2),
V3D_SHADING_SCENE_LIGHT = (1 << 3),
V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
V3D_SHADING_XRAY = (1 << 1),
V3D_SHADING_SHADOW = (1 << 2),
V3D_SHADING_SCENE_LIGHT = (1 << 3),
V3D_SHADING_SPECULAR_HIGHLIGHTS = (1 << 4),
};
/* View3DShading->single_color_type */

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@ -5726,6 +5726,15 @@ static void rna_def_scene_display(BlenderRNA *brna)
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_set_update");
prop = RNA_def_property(srna, "roughness", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "roughness");
RNA_def_property_float_default(prop, 0.0);
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 2);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Roughness", "Roughness for the specular highlights");
RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_set_update");
#ifdef WITH_CLAY_ENGINE
/* Matcap. */
prop = RNA_def_property(srna, "matcap_icon", PROP_ENUM, PROP_NONE);

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@ -2342,6 +2342,12 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Scene Light", "Render lamps and light probes of the scene");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "show_specular_highlights", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SPECULAR_HIGHLIGHTS);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Specular Highlights", "Render specular highlights");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "object_outline_color", PROP_FLOAT, PROP_COLOR);
RNA_def_property_float_sdna(prop, NULL, "shading.object_outline_color");
RNA_def_property_array(prop, 3);